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=== Assistant: Nice, now they’ve got mini-bosses mixed into the horde 😅 === Nice, now they’ve got mini-bosses mixed into the horde 😅 New enemy stats: * Normal monsters: - Can tank 1 hit, die on 2nd. * “Elites”: - 1 out of every 50 - Can tank 10 hits, die on 11th. * Still: - Can dodge - Have a hive mind (perfect coordination, no dumb moves). You still have: * 4× 500 mm, 1%–c mega-guns in space * ~66,668 shots/second total * Infinite ammo/durability, recoil solved, self-powered Let’s see how much worse this actually makes things. ==== Out of the 1 quadrillion (10¹⁵) monsters: ==== * Normal ones: 4950×1015=9.8×1014\frac{49}{50} \times 10^{15} = 9.8 \times 10^{14}5049×1015=9.8×1014 * Elite tanky ones: 150×1015=2×1013\frac{1}{50} \times 10^{15} = 2 \times 10^{13}501×1015=2×1013 Now, hits needed: * Normal: 2 hits each → 9.8×1014×2=1.96×1015 hits9.8\times10^{14} \times 2 = 1.96\times10^{15} \text{ hits}9.8×1014×2=1.96×1015 hits * Elites: 11 hits each → 2×1013×11=2.2×1014 hits2\times10^{13} \times 11 = 2.2\times10^{14} \text{ hits}2×1013×11=2.2×1014 hits Total hits to kill everything, if you never waste one bullet: 1.96×1015+2.2×1014=2.18×1015 hits1.96\times10^{15} + 2.2\times10^{14} = 2.18\times10^{15} \text{ hits}1.96×1015+2.2×1014=2.18×1015 hits So compared to “everyone dies in 2 hits,” your total required hits go up by about: * Extra from elites = 2.2×10142.2 \times 10^{14}2.2×1014 * That’s about 11% more total hits. So mathematically, elites don’t seem too bad: +11% required damage. But tactically? They’re nasty. ==== If 1/50 monsters are 10× tankier, the hive mind will absolutely abuse that. ==== They’ll use elites as: * Shields: put them in front of normal monsters to absorb shots. * Breach units: elites lead charges, normals follow in their wake. * Distractors: elites deliberately draw fire so normals can slip through gaps. Because: * Your guns don’t know who is elite unless you can detect that somehow. * If you just shoot “whatever is closest,” you’ll often be: - Pouring tons of shots into elites - While squishier ones flank around. So even though elites are only 2% of the swarm numerically, they can soak a disproportionate amount of your fire if the hive mind is smart. ==== Without elites: ==== * Each killed monster costs 2 hits (in your earlier rules). With elites: * Some monsters now cost 11 hits. * If elites are always in front and you’re not smart-targeting, a huge chunk of your fire goes into: - Overkilling already-doomed elites. - Leaving tons of 1-hit-away normals still alive behind them. So: * Best case (perfect target selection): You take that ~11% hit increase and maybe a bit more. * Worst case (the swarm positions elites perfectly and confuses your targeting): You might be operating as if: - Half your shots are going into things that should’ve been shot later - Your effective kill rate drops a lot more than 11%. Think of elites as force multipliers: they don’t just take more bullets, they let the whole swarm survive longer. ==== Yes, but it’s now more about software than hardware. ==== The guns are already ridiculous. The new questions are: ===== If you have: ===== * Sensors that can detect: - Different energy signatures, - Regeneration rates, - Material density, etc. Then your targeting AI can: * Mark elites as "high priority but not right now". * Shoot through or around them where possible. * Use: - AOE shots that damage elites + normals behind them together. - Multi-trajectory fire that tags elites but also hits the crowd. ===== You can adapt: ===== * Single-target sniping: - Focus elites once normals are thinned. * Volume fire: - Use kill-cones to wipe out the cheap units first. * Staggered timing: - Hit elites once, then ignore them while you tag fresh ones, then come back with second hits. If your guns + AI are flexible, elites slow you down but don’t save the swarm. If your system just mindlessly fires at the nearest targets: * Elites become super tanks that let huge numbers of normal monsters survive. ==== With: ==== * Dodge-capable monsters * Hive mind coordination * Mixed durability (normals + elites) The battle becomes a 4D chess match: * They’ll: - Use elites to soak your opening salvos. - Test your defenses for weaknesses in tracking. - Feint with elite swarms while normals sneak from other approaches. * You’ll: - Use your huge firepower to create layers of kill-zones. - Try to separate elites from normals. - Try to predict their dodge patterns and punish them with crossfire. If you can constantly adapt and optimize your targeting, you still grind them down. If you’re static or predictable, they could overwhelm you with: * Elite shield walls * Dodgy hit-and-run attacks * Endless probing until they find a weak spot. ==== Quantitatively: ==== * Required hits went up ~11%. Not horrible. Qualitatively: * You’ve added frontline tanks for a hive-mind army. * That gives them: - Much better survivability under focused fire. - More effective ways to exploit your targeting logic. - Stronger tools to shield key vectors of attack. So yeah, your god-array is still insanely deadly… but the swarm is now operating more like a proper organized military, not just a big pile of HP. If you want, next we can: * Buff your side with things like decoy drones, trap fields, or smart mines, * Or simulate a rough “who wins first”: do they reach the guns, or do you chew through the last elite in time?
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